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Hello dear devs! My name is Paul. I'm not sure if this the right place to do this but I'm gonna give it a shot. So... here it goes!
With my friend Edoardo we're creating a Game Engine using three.js for rendering and a node.js + webpack environment for development. It's an electron app, works on Windows, Mac and Linux and is fully extendable through a friendly and simple API. The idea behind this is to create a free tool that is not limited to the functionalities we can add to the editor. Anyone should be able to create editor extensions and publish them either for free or for profit. So, in other words, this could be a Game Engine if you install Game Engine extensions to it, or maybe a WebGL App creator of other sorts if you choose other extensions. We're focusing on the Game side at least for now.
As you can see we're in front of something that has no name (yet), no clear purpose and looks like an outlaw which doesn't belong anywhere. So, for now at least, we're referring to it as The Rogue Engine, in search of a purpose and the cure for bad breath 😷 Will it find a name? Will it find the Rogue's Den where it belongs? Is Paul drunk? We don't know.
So yes, I'm here to help out the Rogue in its quest, looking for your feedback and ideas (or insults) of any kind. We'd like to build a tool we'd all want to use, and get a clue of which are the tools we should prioritise for the upcoming Alpha. Yes! There's an Alpha in the oven and we'd love for you to try it out. For now we're sharing content through my Twitter, at least until we can find The Rogue a name and some decent clothes to put it on Twitter, Facebook and all those places where the cool kids hang out these days.
Thank you 🙏for enduring this horrible post to the end. You're a brave soldier, I hope you enjoy the video (preferably with a beer 🍺)
Cheers!

Hi everyone. For the last few months I’ve been working on a simple HTML5 2D side scrolling action game called Theraxius. It's nothing new and revolutionary, it's more like an evolution of different technology. The game also includes a level editor so you can create your own levels. Engine (all game logic and level editor) is written completely in JavaScript, no download is required. Just load and play. Level data (stored in JSON format in the database) is exchanged thru Ajax calls. Server side is written in PHP. All images and sounds are preloaded from the server before play. The game uses HTML5 features like canvas, Fullscreen API, Pointer Lock API, Audio,… At this moment only Chrome and Firefox are supported. The game is meant to be played on PC, phones and tablets are not supported.
In the next weeks I’ll try to post some videos, try to add registration (for newsletter and later for public test).
Release date: when it's done
Official page: theraxius.com
Screenshots (for bigger images, please visit official page):

Aris Common Utilities for PlayCanvas (free)
A collection of functions and utilities that extend and help automate common actions in the PlayCanvas editor.
An expanding collection of useful methods from our PIC extensions that can help every user in many common PlayCanvas tasks.
Features:
Export part or all of your scene’s geometry to OBJ.
Easily duplicate an entity as many times you require with a click of a button.
Grid positioning: easily position your entities in grids, full control of cell size and axis.
Automatically calculate size and position of any Box Collision component, taking into account its children entities.
More coming!
Watch this place for new methods added.
Get it for free now: https://pic.pirron-rodon.one/

Hello awsome community!
The BabylonJS Editor V2 is now available and online! It comes with a web version and a native desktop application (Electron)!
From the V1, this new editor comes with a better user interface and more tools to write less, less, less lines of code
Demo
This demo video shows a project 100% made inside the editor. It includes custom scripts written using TypeScript, path finding, custom post-process and custom animations
Features
Create and edit particle systems
Create and edit animations
Create and edit lens flares systems
Create and edit physics states on meshes
Create and edit materials (including materials library)
Add and edit sounds
Add and edit textures (including render target textures & procedural textures)
Save projects on OneDrive / local with Electron
Deploy project template on OneDrive / local with Electron
Scene graph view
Create and edit custom post-process
Create and edit custom materials
Attach custom scripts (JavaScript and TypeScript) to your objects
Test your scenes with debug support
Video tutorials
The documentation is available in the BabylonJS Documentation but now comes with videos to illustrate the written documentation: https://www.youtube.com/channel/UCNogU8tcA5IegFvMwE2Rckw/playlists
Some links
Full documentation: http://doc.babylonjs.com/resources/
Editor: http://editor.babylonjs.com/
Desktop Application: http://doc.babylonjs.com/resources/getting_started
Git Repository: https://github.com/BabylonJS/Editor
Conclusion
If you encounter a bug, don't hesitate to report in the forum and I'll make my best to resolve it.
Thanks for being BabylonJS users. Hope you'll like using this editor

Hello,
I announce the release of Web Game Editor. More info here: http://www.html5gamedevs.com/topic/39884-web-game-editor-mmorpg/
Link of the site:=> http://www.web-game-editor.actifgames.com/
To download the editor you must be registered on the site. Feel free to consult the manual and tutorials videos or ask questions on the forum. You welcome.
I hope you like this new version. There is still work to be done, but this version is more accomplished than the previous ones. Be sure that I will make every effort to make this editor as functional as possible with regular updates.
Have fun.
Some pictures:

Hi folks!
Let me introduce you phaser particle editor. This tool helps you to create phaser particle effects visually.
It is of course open source and you are welcome to contribute!
Editor also has plugin to help you create particles based on JSON data generated by Editor.

Hi team,
I'm quite interested in the PandaEditor. However, I'm having some trouble using it.
I'm using the latest version (Downloaded yesterday).
Here's the assets tab:
Now: How do I add more assets? I've tricked clicking, right clicking, ctrl+click, etc. So it seems that the asset view is just that.. a view? Or am I missing something?
I want to either
1: Be able to select assets for editing. (opens with Editor of my choice).
2. I would be happy with at least being able to open the file explorer directly to the assets folder from PandaEditor. I had to open file explorer myself, and navigate out to the folder.
Cheers!

Hi, guys.
I just moved to public beta with my particle effects editor - NeutrinoParticles (https://neutrinoparticles.com/)
It is the editor created specially for game developers and it provides great set of tools to construct spectacular effects.
Also, it has export to HTML5 source code, so any project which uses 2d canvas or WebGL for rendering can use exported effects.
There is a live gallery with effects on the site where you can check out possibilities of the editor.
Now I'm working on video tutorials, so if you are interested subscribe to newsletter to keep in touch.
I will be very glad to hear any feedback from you.
Thanks.
https://www.facebook.com/neutrinoparticles/
https://twitter.com/NeutrinoPart
https://plus.google.com/b/109597505403847347311/

Hi!
Today, I'm very excited to see the Babylon Editor. But now I have some problem, how could I use Editor export file in my project?
I just learned Babylon a week.Is there who can give me some suggest or material.

Hi everyone,
I have exported via exporter in Maya to babylon project. And when i import it my texture shows wrong.
Here how it looks in maya http://screenshot.su/show.php?img=3362c94d7f8155b008bfa62f7729f200.jpg
Here how it looks in editor http://screenshot.su/show.php?img=5041e6e24eb9bf10f931db2c6c853027.jpg

Hi!
Today, I'm very excited to see the Babylon Editor. But now I have some problem, how could I use Editor export file in my project?
I just learned Babylon a week.Is there who can give me some suggest or material.

Hi, guys.
NeutrinoParticles plugin for PIXI is tested and released.
You can download the Editor and check out video tutorials, samples and live demos at https://neutrinoparticles.com/
It is the best particle editor for PIXI. Isn't it?

Hello!
Recently we released the last major version of Phaser Editor, with a lot of new stuff, like Tilemaps and Bitmap Text, but what is more exciting is the new licensing model: Freemium!
So now the editor is accessible to everybody for an unlimited period of time. The free edition contains all the features, just the number of certain assets are limited (scenes: 15, tilemaps: 5, texture maps: 3), however, we think that lot of projects fit inside that bounds.
We are convinced that the best for all is a model where everybody can use the editor and provide a valuable feedback, that is essential to build a better product.
Take a look at the complete release notes
EDITED: Recommended this introductory video from GameFromScatch:
Kind Regards
Arian
P.S. By the way, the development of Phaser Editor v2 just started, this version is all about to support Phaser v3.

Documentation: https://ssatguru.github.io/BabylonJS-EditControl/
Demo: https://ssatguru.github.io/BabylonJS-EditControl/demo
Source and Download: https://github.com/ssatguru/BabylonJS-EditControl/releases
Release 3.1.0 (01/22/2018)
* planar guides always rotate to face camera. makes it easier to pick them
* mesh with parents or childs are properly supported. see https://ssatguru.github.io/BabylonJS-EditControl/demo-parenting.html
* constructor now has an additional optional parameter called "pickWidth". This determines how close the pointers need to get to an axis before the axis can be picked up. The default is 0.02
* constructor "scale" parameter has been made optional. Default is 1.
* code refactored. private properties are prefixed with underscore "_". This warns JavaScript coders from using those as JavaScript does not honor TypeScript's "private" keyword. Underscore also helps with property name mangling and thus reducing the minified size.
* added additional demo file (demo-parenting.html). The long term intention being to use these for tests.
Release 3.0.0 (12/31/2017)
major change to rotation UI
now uses the more common "spherical" guides
new methods
getPosition()
getRotationQuaternion()
hide()
show()
isHidden()
setVisibility()
few properties and methods which were private were exposed by mistake. They are now hidden
code refactoring.
Release 2.5.0 (12/03/2017)
added translation and scaling bounds.
client can limit translation and scaling between a minimum and maximum value
contributed by @focomoso
Release 2.4.5 (09/04/2017)
see https://github.com/ssatguru/BabylonJS-EditControl/releases for details
with this release the edit control is now also available from the NPM repository
Release 2.3.0 (06/05/2017)
Changes
migrated from Java to TypeScript
rewrote picking process to make the control snappier
added transforms in planes
added scale snap
changed UI - hopefully more intuitive now
Release 1.0.0 (03/22/2016)
Of late I had been working on a small in-world kind of 3D editor similar to what you find in open sim or second life kind of virtual worlds.
As I worked on it I realized that the part used for controlling translation, rotation or scaling of objects can be re-written as a reusable component.
So that' what I did
I created, what I call a "BabylonJS EditControl".
You can use this in your editor, if you like, to handle translation, rotation or scaling of meshes.
For a simple demo see https://ssatguru.github.io/BabylonJS-EditControl/demo
For source code and explanation on how to use it from your code see
https://github.com/ssatguru/BabylonJS-EditControl
The initial version was written using Java and JSweet. ( don't think I could have done this without JSweet )
Newer versions from 2.3.0 have been written using TypeScript.
Please try and provide some feedback.
Regards

How do you create specific Ribbon or Path shapes?
Has any one created "Mesh Editing" within Babylon?
UPDATE: this caused a deeper dive into collisions.... a lot like falling down stairs.
@Wingnut had a good idea providing this link, http://www.babylonjs-playground.com/#1UHFAP#7
I think I'll give it a try. -> Adding pick points and rudimentary key commands to move a vertex in 6 directions...
Any Ideas on "Mesh Editing", or other previous vertex picking (position vertex with ui) attempts?
Thx...

Ok, so things are starting to come together with a system I have been working on.
I have most of the things figured out, Im just putting together tools to make editing the assest/levels easier.
I have the prototype/alpha of the tileAtlas Sheet editor almost done, the only thing to add is speed settings for the animations and to export the SHEET object for later use in a PROJECT file.
The editor lets you select a tile, and choose the animation type which the frame progressions are explained here: https://github.com/Pryme8/TileMaster
This is all very early in the development but all the dots are being connected and soon this will be a full fledged 2.5D Scene editor extension for bjs.
Here is the Sheet editor prototype: https://pryme8.github.io/TileMaster/editor/index2.html
Arrows scroll the sheet around
Select a Tile and an animation type to see the preview.
This is all in preparation for the final editor, where you will be able to edit your assets and levels all under one roof visually then export as a single TILEMASTER file that will later be load the project into a DOM with a single function.
The tileAtlas shader features 4 layers per plane, of course Animations, Paralax effects, and Mode7 like transforms.
I will be adding more features later (like plans for LightMapping and pixel perfect shadows)
Here is a really shotty demo showing the animations and layers working: https://pryme8.github.io/TileMaster/dev/demo.html
Here is a bad demo of the Paralax effect: https://pryme8.github.io/TileMaster/
I have been trudging away at this and have a ton of features that I have already figured out I just have to deploy now.
Plans are to eventually include my fishsticks library as well to handle the 2D physics.
Ill keep posting updates on this as they come available! Questions, Comments, Concerns, Criticism is appreciated.

Hello,
This is more like a general question, but during the last years many things has changed, somewhere syntax, somewhere architecture. Blender has changed, babylon.js too. I would like to know what is a recommended workflow today (in 2017/2018 and future) for creation a complete and complex game scene - with all lights, shadows, camera, collisions, sounds, textures, locations, different meshes etc. ?
Lets say we don't use any physics plugins, because most important things are already built-in. Also the priority is a resulting performance.
Is it enough and efficient to use Blender only? I see in some examples people still do "ImportMesh" and then in a loop "meshes.forEach..." to configure imported meshes. Also some tutorials are too old because Blender has changed and I haven't found out how to enable babylon's camera-to-mesh collisions.
So.. your thoughts? Everything in Blender (other tool) or import meshes one by one and continue with a plain JavaScript?

Spritesheet Editor in web
Create spritesheets by placing images in cells, set up sizes and offsets of your columns and rows.
Download generated JSON file with coordinates of each of your sprite and PNG spritesheet image.
Autosave of your progress, sharing, collaboration work;
Development of spritesheet is not easiest in terms of 20 or 100 sprites.
In case of WebGL games it's quite necessary to have one spritesheet instead of using separated images each iteration of rendering.
Tool is useful for designers and developers who are interested in development 2D, 2.5D games.
I'm seeking for React developers to build this app for community for free.
The project consists of 3 phases. First one gives you main functionality for generating PNG and JSON.
Next one will be about keeping information on server-side in database with social network authorization, it will be premium functionality for really cheap 3$/month subscription per account.
Last phase will introduce collaboration mode, invite by link and multiply spritesheets management.
Please, leave your comments about features you want to have, development already started.
Thanks, cheers!

Hi Everybody!
I want to present you my Particle Editor I created in Electron using Phaser and the Particlestorm Plugin. On a Project I'm currently working, I want to have some Particle Effects for my Level Design, but tweaking the Emitter Settings in the Editor, starting/reloading the Page to see the result, felt really cumbersome. So I decided to brush up my Electron Skills (which I also need on the Project ;)) and create my own Tools. The Particle Editor is the first Tool I will share with you, but a Physics Editor will follow (Collision Shapes with Box2D and such).
Enter the Particle Editor:
http://didgin.com/#/downloads
Download from my Webpage
Currently available for Mac and Windows. (If you need help, please ask)
Please remember! The Software is Version is 0.8.2a, so many Features are planned.
So please tell me what you think, what you miss and what Ideas you might have for it's development. I'm always interested to see what you create with my Stuff, so feel free to share
Hope you like it!
Hafgandil

My Game Builder allows you to make games with JavaScript, Phaser, or no code at all. You can pull up your workstation from anywhere, at anytime, and work together on projects. There is real time "google docs" style collaboration. Any game you see can be viewed with full source to see exactly how every part was put together, and forked to make your own "mod" of it or to just mess around. Tutorials are included for art, programming, or whatever else you want to brush up on.
http://build.games

Currently I am using Notepad++ to practice with Babylon.js, but there is no code hint like what Unity's MonoDevelop has. What Babylon.js' IDE should I use to get the code hints?
The online visual editor (editor.babylonjs.com) works, but I need an offline visual editor, because I will go to a place with very weak internet connection. I tried the offline visual editor (github.com/BabylonJS/Editor), but it does not work like the online version. Is there other offline visual editor I can use?